local mType = Game.createMonsterType("Serpent Spawn")
local monster = {}

monster.description = "a serpent spawn"
monster.experience = 3050
monster.outfit = {
	lookType = 220,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 220
monster.Bestiary = {
	class = "Reptile",
	race = BESTY_RACE_REPTILE,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 0,
	Locations = "Deeper Banuta, Forbidden Islands: Talahu (Medusa Cave) and Kharos (at level -1), Razzachai, \z
		Deep below the Crystal Lakes in Foreigner Quarter, Cult's cave in the Magician Quarter, Medusa Tower."
	}

monster.health = 3000
monster.maxHealth = 3000
monster.race = "venom"
monster.corpse = 6061
monster.speed = 234
monster.manaCost = 0
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 10
}

monster.strategiesTarget = {
	nearest = 70,
	health = 30,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 80,
	targetDistance = 1,
	runHealth = 275,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = true,
	pet = false
}

monster.light = {
	level = 0,
	color = 0
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "Sssssouls for the one", yell = false},
	{text = "HISSSS", yell = true},
	{text = "Tsssse one will risssse again", yell = false},
	{text = "I bring you deathhhh, mortalssss", yell = false}
}

monster.loot = {
	{name = "small sapphire", chance = 12000},
	{name = "gold coin", chance = 32300, maxCount = 100},
	{name = "gold coin", chance = 32300, maxCount = 100},
	{name = "gold coin", chance = 32300, maxCount = 39},
	{name = "energy ring", chance = 590},
	{name = "life ring", chance = 6250},
	{name = "life crystal", chance = 800},
	{name = "snakebite rod", chance = 930},
	{name = "warrior helmet", chance = 560},
	{name = "strange helmet", chance = 670},
	{name = "crown armor", chance = 510},
	{name = "royal helmet", chance = 140},
	{name = "tower shield", chance = 920},
	{name = "power bolt", chance = 6200},
	{name = "green mushroom", chance = 18200},
	{name = "charmer's tiara", chance = 180},
	{name = "mercenary sword", chance = 2070},
	{name = "noble axe", chance = 750},
	{name = "great mana potion", chance = 2000},
	{name = "swamplair armor", chance = 90},
	{name = "spellbook of mind control", chance = 90},
	{name = "snake skin", chance = 14800},
	{name = "winged tail", chance = 960}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -252},
	{name ="combat", interval = 2000, chance = 20, type = COMBAT_EARTHDAMAGE, minDamage = -80, maxDamage = -300, range = 7, shootEffect = CONST_ANI_POISON, target = false},
	{name ="outfit", interval = 2000, chance = 1, range = 7, effect = CONST_ME_MAGIC_BLUE, target = false, duration = 3000, outfitItem = 3976},
	{name ="speed", interval = 2000, chance = 25, speedChange = -850, range = 7, radius = 4, shootEffect = CONST_ANI_POISON, effect = CONST_ME_GREEN_RINGS, target = true, duration = 12000},
	{name ="combat", interval = 2000, chance = 10, type = COMBAT_LIFEDRAIN, minDamage = -200, maxDamage = -500, length = 8, spread = 3, effect = CONST_ME_SOUND_RED, target = false},
	{name ="combat", interval = 2000, chance = 10, type = COMBAT_EARTHDAMAGE, minDamage = -200, maxDamage = -500, length = 8, spread = 3, effect = CONST_ME_POISONAREA, target = false}
}

monster.defenses = {
	defense = 35,
	armor = 35,
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 250, maxDamage = 500, effect = CONST_ME_MAGIC_BLUE, target = false},
	{name ="speed", interval = 2000, chance = 15, speedChange = 340, effect = CONST_ME_MAGIC_RED, target = false, duration = 5000}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = -10},
	{type = COMBAT_EARTHDAMAGE, percent = 100},
	{type = COMBAT_FIREDAMAGE, percent = -10},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 20},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 0}
}

monster.immunities = {
	{type = "paralyze", condition = true},
	{type = "outfit", condition = false},
	{type = "invisible", condition = true},
	{type = "bleed", condition = false}
}

mType:register(monster)
